Difference between revisions of "Lost Tribe Guide"
PigeonGuru (talk | contribs) |
|||
Line 13: | Line 13: | ||
*'''Growing''': Growing food crops. Starting a stable food supply is high priority as you start off with very little food. | *'''Growing''': Growing food crops. Starting a stable food supply is high priority as you start off with very little food. | ||
**Aim to have 2 growers which can grow food crops. | **Aim to have 2 growers which can grow food crops. | ||
− | *'''Violence''': Hunting for food and self-defense | + | *'''Violence''': Hunting for food and self-defense. |
*'''Medicine''': Treating the sick and injured. | *'''Medicine''': Treating the sick and injured. | ||
**Since herbal medicine has a low medical potency, the doctor needs to be skilled. | **Since herbal medicine has a low medical potency, the doctor needs to be skilled. | ||
− | ** | + | **Try to have a redundant doctor if possible, who will take over if the first is downed. |
*'''Construction''': Building a shelter for your tribe. | *'''Construction''': Building a shelter for your tribe. | ||
*'''Cooking''': Cooking food. | *'''Cooking''': Cooking food. | ||
Line 22: | Line 22: | ||
Some skills are useful to have: | Some skills are useful to have: | ||
*'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon. | *'''Research''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon. | ||
− | *'''Crafting''': Crafting better weapons to replace the poor starting weapon choice. | + | *'''Crafting''': Crafting better weapons to replace the poor starting weapon choice. You can't craft anything good until you research Smithing, however, so research is also important. |
== Starting off == | == Starting off == |
Revision as of 10:43, 22 November 2017
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
In the Lost Tribe guide, you start off with 5 people, but less material resources, and research slower.
In-game this is classified as a difficult scenario.
Choosing tribals
Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party.
You will need these skills to survive:
- Dumb labor: Hauling, cleaning and cutting plants.
- Growing: Growing food crops. Starting a stable food supply is high priority as you start off with very little food.
- Aim to have 2 growers which can grow food crops.
- Violence: Hunting for food and self-defense.
- Medicine: Treating the sick and injured.
- Since herbal medicine has a low medical potency, the doctor needs to be skilled.
- Try to have a redundant doctor if possible, who will take over if the first is downed.
- Construction: Building a shelter for your tribe.
- Cooking: Cooking food.
Some skills are useful to have:
- Research: Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.
- Crafting: Crafting better weapons to replace the poor starting weapon choice. You can't craft anything good until you research Smithing, however, so research is also important.
Starting off
Your surviving tribe should start off standing, with their supplies scattered around. Since they start off hungry and malnourished, they will devour the pemmican they brought with them. You don't start with a good amount of pemmican (300 is only enough to sustain 5 ravenous people and 3 pets for the entirety of the first day and the second morning) and before everything starts off a lot of it would've been eaten.
Weapons
Your tribe starts off with a low-tech selection of weapons.
Short bow (x2)
|
The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it.
One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter.
The only decent melee weapon that you start with is the wooden club; the jade knife has slightly inferior damage output to fists due to the longer cooldown (1.76s vs 1.6s), and then the wooden spear is simply abysmal - but both of these weapons should be sold as soon as possible. Since fists have been buffed to do 7 damage, and have a slightly shorter cooldown, even equipping a wooden log will hinder the pawn's damage output.
If you need to, you can immediately drop a crafting spot which you can use to make extra wooden clubs or short bows.
Food
Obtaining food should be one of your priority tasks so your tribe won't starve.
Growing crops
First, plant rice as it grows fast and can be harvested soon. Choose a more fertile patch of land to grow it on.
Then, if you have sufficiently skilled growers, grow strawberries. These can be eaten raw without any negative mood debuffs and grow quite fast.
Potatoes can efficiently provide food but take a while to grow. It's useful if there is a lack of fertile land due to its low fertility sensitivity.
Corn can be used to increase food production after your food production stabilizes, providing large harvests with each cycle, but taking extremely long to grow.
Healroot is good to plant once your growers have finished planting your food supply, as you will run out of your starting supply of Healroot quickly. If needed you can usually find wild Healroot on the map.
Cloth is useful for making warm clothes to help deal with the cold once winter starts. Tailoring takes a lot of time, so it's best to start as early as possible.
Hunting and gathering
The classic way of feeding a pre-agricultural tribe. This is necessary as there is a sizable gap between running out of your starter food and successfully harvesting food crops.
Raspberries can be found across the map in many areas, which can be harvested for a decent early-game supply of food. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs.
You should also mark some animals down for hunting. Once done so, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. Short bows have a decent range, but tend to miss wildly at mid-long ranges, meaning that a hunter will need to make many shots before successfully downing the animal. To speed this up, manually draft the hunters to shoot at closer ranges instead of automatically at long distances. Try to go after animals that drop a lot of leather so your colonists can build bedrolls.
Food preservation
Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage.
Since you start with pemmican researched already, as long as you have meat, you can start making pemmican. They last a long time without spoiling.
Don't cook too many simple meals otherwise they may spoil, wasting food.